void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
return; // g_projectiles_damage says to halt
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(hagar, health));
missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
shots = actor.(weaponentity).hagar_load;
W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
forward = v_forward;
right = v_right;
missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
missile.takedamage = DAMAGE_YES;
- SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR_SEC(hagar, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
// loadable hagar secondary attack, must always run each frame
if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
return;
- if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if (weaponUseForbidden(actor))
return;
bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
// this is different than WR_CHECKAMMO when it comes to reloading
bool enough_ammo;
- if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(actor.items & IT_UNLIMITED_AMMO)
enough_ammo = true;
else if(autocvar_g_balance_hagar_reload_ammo)
enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
else
- enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
+ enough_ammo = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
bool stopped = loaded || !enough_ammo;
// we aren't checking ammo during an attack, so we must do it here
if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(actor, weaponentity);
}
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}